void Start() { summon = Manager.manager.summoner; Wait(); StartCoroutine("Pode"); //Combate(); }
void Start() { lifeMax = life; summon = Manager.manager.summoner; Wait(); StartCoroutine("Pode"); StartCoroutine("Regen"); //Combate(); }
public override void OnInspectorGUI() { serializedObject.Update(); //Update serialized object's representation. SpriteRowCreator myScript = (SpriteRowCreator)target; myScript.isRuntime = EditorGUILayout.Toggle("Is Runtime", myScript.isRuntime); //Creation Type myScript.rowCreatorOptions = (RowCreatorOptions)EditorGUILayout.EnumPopup("Creation type:", myScript.rowCreatorOptions); //StartTerminator myScript.hasStartTerminator = EditorGUILayout.Toggle("Start Terminator", myScript.hasStartTerminator); if (myScript.hasStartTerminator) { EditorGUILayout.PropertyField(startSpriteToBeCreated, true); } //EndTerminator myScript.hasEndTerminator = EditorGUILayout.Toggle("End Terminator", myScript.hasEndTerminator); if (myScript.hasEndTerminator) { EditorGUILayout.PropertyField(endSpriteToBeCreated, true); } //How many sprites will be created myScript.howMany = EditorGUILayout.IntField("How many:", myScript.howMany); //Creation Type variables switch (myScript.rowCreatorOptions) { case RowCreatorOptions.fixedDistance: myScript.distance = EditorGUILayout.FloatField("Distance:", myScript.distance); break; case RowCreatorOptions.variableDistance: myScript.minDistance = EditorGUILayout.FloatField("Min Distance:", myScript.minDistance); myScript.maxDistance = EditorGUILayout.FloatField("Max Distance:", myScript.maxDistance); break; case RowCreatorOptions.fixedDistanceWithHeightVariation: myScript.distance = EditorGUILayout.FloatField("Distance:", myScript.distance); myScript.yVariance = EditorGUILayout.FloatField("yVariance:", myScript.yVariance); break; case RowCreatorOptions.variableDistanceWithHeightVariation: myScript.minDistance = EditorGUILayout.FloatField("Min Distance:", myScript.minDistance); myScript.maxDistance = EditorGUILayout.FloatField("Max Distance:", myScript.maxDistance); myScript.yVariance = EditorGUILayout.FloatField("yVariance:", myScript.yVariance); break; } //Draw Sprite List EditorGUILayout.PropertyField(gameObjectToBeCreated, true); if (GUILayout.Button("Create Sprites")) { myScript.CreateSprites(); } serializedObject.ApplyModifiedProperties(); EditorUtility.SetDirty(myScript); }